public

Loading...

VW Survey Report - March 2015

published by Bobby R. Blackburn

Want to create a visual like this?

Get Started
Loading
VW SURVEY
Demographics, Attitudes, & Preferences
REPORT
Celia Pearce
Northeastern University
Bobby R. Blackburn
Independent Consultant
Carl Symborski
Leidos, Inc.
BY
VIRTUAL WORLDS
MARCH 2015
Real-Life
Transgender
Real-Life
Disability
18-28
29-47
48-66
67+
GEN Y
GEN X
BOOMERS
SILENT GEN
Age
VW Denizens
of
VW Survey 20%
U.S. 15%
VW Survey 2.3%
U.S. 0.3%
24%
45%
36%
1%
VW SURVEY
World of Warcraft
Gender
comparison
PlayOn PARC Phase 2 - 2012
Boosts Self-Understanding 17%
Boosts Well-being 19%
Social Support Social Growth 37%
Income
How do VWs affect
real life
from Virtual World activities
Skill & Personal Growth 16%
Time!!! Sedentary Neglect Real Life 15%
Little or No Effect 11%
Love & Real Life Partnership 7%
Monetary Income 6%
Harm Real Life Relationships 4%
Less Sleep 1%
I have made some income (sold items, donations, tips, etc.)
I make enough income to support my VW expenditures
I supplement my real world income with VW activities
My main Income comes from VW activities
Other
46%
28%
11%
10%
5%
Replace Other Entertainment 7%
Have engaged in Dating / Romance in a VW    67%
Have engaged in Sexual Activity in a VW     59%
Have dated someone in a VW and then in RL     27%
Have dated a RL partner in a VW     25%
Never had sex or relationships in a VW     22%
Engaged in "other" sexual activities     15%
Paid or Received Money for "activities"     11%
Decline       5%
Sex
in Virtual Worlds
Relationships
&
Average number of
hours per week
Most popular VW
activities
Most popular
Virtual Worlds
Less than 5 hours
5-10 hours
10-15 hours
15-20 hours
20-25 hours
25-30 hours
30-40 hours
40+ hours
Exploring    82%
Creating    68%
Dancing    60%
Attend Clubs or Entertainment Venues    50%
In-world Games or Competitions    40%
Community Organization & Management    37%
Role-Playing    32%
Live Performance    26%
Charity Events or Activities    23%
Forums    23%
Study/Attend Classes in-world    21%
Teaching or Mentoring    19%
Outside Pubs, Blogs, Websites    17%
In-world Publications    11%
Machinima      8%
Other    20%
Second Life
There.com
Kaneva
Blue Mars
OSgrid
Onverse
Twinity
Active Worlds
Smallworlds
InWorldz
IMVU
Worlds.com
Red Light Center
Whyville
vSide
AVINATION
Traveler
VTR
Other
89%
26%
16%
14%
12%
12%
11%
 7%
6%
6%
5%
4%
2%
2%
1%
1%
1%
1%
9%
The aim of this study was to enhance our understanding of demographics, attitudes, activities and play preferences across a variety of non-game, social virtual worlds, also referred to as metaverses. Over 800 denizens of 36 different virtual worlds took this survey, the first of its kind. This info graphic provides a few key findings.
A TRANS-WORLD STUDY OF NON-GAME VIRTUAL WORLDS
To read or download the full report, visit:
https://www.academia.edu/11239596/Virtual_Worlds_Survey_Report
For more information, contact: